// Copyright 2023 Google LLC // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // https://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // // Author: spopov@google.com (Stefan Popov) //Renders a scene with triangle geometry #version 430 // The view projection matrix uniform mat4 view_projection_matrix; // Describes a material struct Material { // The ambient coefficient (in .rgb). The .w component is ignored. vec4 ambient; // The .rgb components contain the diffuse color. The .w component contains // the diffuse texture index, or -1 if no texture is associated with this // material. vec4 diffuse_and_texture; // The .rgb components contain the specular coefficient, while .w contains // the specular power. vec4 specular_shininess; }; // Whether shading normals are supplied in the "normal" buffer. If false, the // shading normal will be set to the geometric normal. uniform bool has_normals = false; // Whether texture coordinates are supplied in the "texcoord" buffer. If false, // all texture coordinates will be zeros. uniform bool has_texcoords = false; // Whether vertex colors are supplied in the "vertex_colors" buffer. uniform bool has_vertex_colors = false; // Whether to cull back-facing triangles. uniform bool cull_backfacing = true; // The scene geometry, given as a sequence of consecutive triangles. // Each triangle is specified with 9 consecutiveness floats -- the (x,y,z) // positions of each of its 3 vertices. layout(binding=0) buffer mesh { float mesh_buffer[]; }; // The shading normals, 9 floats per triangle -- x,y,z for each of the 3 // vertices. If has_normals is false, this buffer can be left unset. layout(binding=1) buffer normals { float normal_buffer[]; }; // Vertex colors, 9 floats per triangle -- r,g,b for each of the 3 // vertices. If has_vertex_colors is false, this buffer can be left unset. layout(binding=2) buffer vertex_colors { float vertex_colors_buffer[]; }; // The normalized texture coordinate, 6 floats per triangle -- u,v for each of // the 3 vertices. If has_texcoords is false, this buffer can be left unset. layout(binding=3) buffer texcoords { float texcoord_buffer[]; }; // The material ids, 1 integer per triangle. Each value in this buffer // is an index into the "materials" buffer. layout(binding=4) buffer material_ids { int material_id_buffer[]; }; // The materials used in the scene. layout(std430, binding=5) buffer materials { Material material_buffer[]; }; // layout(binding=5) buffer debug { float debug_buffer []; }; out layout(location = 0) vec3 position; out layout(location = 1) vec3 normal; out layout(location = 2) vec2 texcoord; out layout(location = 3) vec3 out_vertex_color; out layout(location = 4) float depth; out layout(location = 6) flat Material material; layout(points) in; layout(triangle_strip, max_vertices=12) out; vec3 get_position(int i) { int o = gl_PrimitiveIDIn * 9 + i * 3; return vec3(mesh_buffer[o + 0], mesh_buffer[o + 1], mesh_buffer[o + 2]); } vec3 get_normal(int i) { int o = gl_PrimitiveIDIn * 9 + i * 3; return normalize(vec3(normal_buffer[o + 0], normal_buffer[o + 1], normal_buffer[o + 2])); } vec3 get_vertex_color(int i) { int o = gl_PrimitiveIDIn * 9 + i * 3; if(!has_vertex_colors) return vec3(1.0, 1.0, 1.0); return vec3(vertex_colors_buffer[o + 0], vertex_colors_buffer[o + 1], vertex_colors_buffer[o + 2]); } vec2 get_texcoord(int i) { int o = gl_PrimitiveIDIn * 6 + i * 2; return vec2(texcoord_buffer[o + 0], texcoord_buffer[o + 1]); } Material get_material(int i) { if (i < 0) { Material default_material; default_material.ambient = vec4(0.0); default_material.diffuse_and_texture = vec4(0.8, 0.2, 0.8, -1.0); default_material.specular_shininess = vec4(0.0); return default_material; } return material_buffer[i]; } bool is_back_facing(vec3 v0, vec3 v1, vec3 v2) { vec4 tv0 = view_projection_matrix * vec4(v0, 1.0); vec4 tv1 = view_projection_matrix * vec4(v1, 1.0); vec4 tv2 = view_projection_matrix * vec4(v2, 1.0); tv0 /= tv0.w; tv1 /= tv1.w; tv2 /= tv2.w; vec2 a = (tv1.xy - tv0.xy); vec2 b = (tv2.xy - tv0.xy); return (a.x * b.y - b.x * a.y) <= 0; } void main() { vec3 v0 = get_position(0); vec3 v1 = get_position(1); vec3 v2 = get_position(2); if (cull_backfacing && is_back_facing(v0, v1, v2)) { return; } vec3 geometric_normal = normalize( cross(normalize(v1 - v0), normalize(v2 - v0))); material = material_buffer[material_id_buffer[gl_PrimitiveIDIn]]; vec3 positions[3] = {v0, v1, v2}; for (int i = 0; i < 3; i++) { gl_Position = view_projection_matrix * vec4(positions[i], 1); position = positions[i]; normal = has_normals ? get_normal(i) : geometric_normal; texcoord = has_texcoords ? get_texcoord(i) : vec2(0.0); out_vertex_color = get_vertex_color(i); depth = gl_Position.w; EmitVertex(); } EndPrimitive(); }